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![]() I like the idea of cutting out all the cultural (or "nurture") abilities, to an extent. It gets kinda weird depending on how far into it you think. Like, the Hardy racial trait- is that because a Dwarf is born with a naturally strong disposition, or is it a product of their formative years? I always thought of it as the latter, but it could go either way. ![]()
![]() i just have to say that you are amazing. for the record. the entire campaign is going to be spent under water, at least as far as its been planned out so far. And i really do appreciate the building you did, because it went far beyond anything that i expected. We've decided that the familiar bonus it will give is +3 hitpoints. mostly because i need the extra hitpoints. ![]()
![]() I'm wanting to have a starfish in my aquatic campaign (most likely as a familiar for my wizard) and don't want to have to re-invent the wheel if there are already starfish stats out there somewhere. Am willing to buy the product, if someone can just tell me which product. Am playing a 3.5/ pathfinder campaign. ![]()
![]() So, I play Munchkin frequently with my girlfriend (and sometimes my little sister). But the problem we have is that with just two players, it kinda loses some of the fun. While we are trying out and liking some options to relieve some of the hurt feelings that arise when you only have one single target for negative cards, I am super open to suggestions. So far our fix is to make a "NPC" munchkin player (named Stan N) that takes an shortened turn (flips a door, faces curses and monsters as normal. never loots the room. uses whatever cards in his hand by general consensus. decides whether or not to help out in battles by whoever bribes him with the most treasures). The downside is that Stan N wins sometimes, and often ends up with way more things in his hand than he can ever use (extra races, classes, and just random cards) And as an aside, I'm always interested if anyone has any nice homebrew Munchkin rules/suggestions. ![]()
![]() ArchLich wrote:
I sit in awe of you for finding the exact page I was looking for. ![]()
![]() To make a long story short, *somewhere* on the internet i found a .pdf of Starwars d20 material (from which i took the stats for Jedi Battle Armor)... and there was a mention of some kind of staff thing that makes a lightsaber-like head to become a spear... and now I can't find it so i can use the lightspear stats. Any help whatsoever is appriciated, this is kinda my last ditch effort ![]()
![]() So I'm playing this in a little demo adventure right now (and breaking the rule about not dividing my attention between the game and the interwebs, but I think the Sorceror lost his spell sheet again, so I've got time)...
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![]() So, I was *finally* getting a chance to look at the old Oriental Adventures book (the 3.0 one) and I saw a listing for two items that added their armor bonus on top of whatever existing armor you were wearing ( think i limited it to like 2 or 3 types of light armor, but that's not a big deal). And, in the Pathfinder Campain setting, there is an armored kilt that adds it's bonus to the existing armor you're wearing as well. Are there any other items out there that have a similar effect, armor wise? Because I'm pretty sure our Warforged fighter would love to hear about it (he decided to stick with the regular composite plating and is kinda regretting the lack of armor bonus from it), plus I could see it helpful if he could lend out parts of his armor as the need arose. Thanks in advance! ![]()
![]() NPC classes work really well, because they are so underpowered compared to core classes that you just don't notice they've been added in all that much. Man, if a character does something particuarlly awsome or a player goes above and beyond to make the experiance more enjoyable for everybody, I'll hand out "free" npc classes as treasure in the form of a mysterious magic tome and not count it in the ECL. ![]()
![]() not any thoughts on the specifics of the class, but i see it as perfectly ok for a DM to make "NPC only" classes, just as long as every single villian doesn't have them. but from time to time, and as long as they aren't horribly overpowered, go for it. ::edit:: when I get to DM (not very often) I'm bad for gestalting the first 2 or 3 levels of big bad guys to give them a little kick. ![]()
![]() i was always under the impression that languages known didn't change at all. It just says that you don't automatically know the language of your new form, i.e. if you become a Lizardfolk you don't automatically learn Draconic. Also, the spell description says your hit points, base saves, and BAB remain unchanged, so I would imagine that you don't automatically gain the racial HD. It says your feats, skill ranks and class abilities remain unchanged, with the exception of the level you lose, and that you use the chart to remove your previous physical ability score adjustment and then apply your new one. As to what traits you keep/lose, I'm as lost as everyone else. It stands to reason that you would lose your old racial traits, but it doesn't say anywhere that you do... so it enters the dreaded realm of houserule. In my opinion, you would lose your previous races (ex) and (su), racial skill modifiers due to physiology (camoflage and tails, for example) and unlabelled abilities, but keep (sp) because the ability to cast spell-like abilities seems to be a mental ability and not a physical one. You would then gain all the new races (ex), (su), unlabelled and racail skill modifiers due to physiology. YMMV. ::edit:: Thinking about it in relation to the most recent problem at hand, my personal preference would be that if the dice roll a level adjusted race, just ignore the adjustment as much as you can. If you really feel it will become unbalancing, taking into account that he's going to be a level down anyway, somewhere in the d20srd there are rules for reducing level adjustment over the course of a few levels that would really work out here (the extra XP he'd need to go up a level can be written off to him adjusting to his new form). Since, the way I'm reading it, you don't get the racial HD the worst case unbalancing senario is that you roll a troglodyte (which is LA+2) and that happens only on a 99, and the smelly factor would mitigate it a little. If there are complaints on not getting the racial HD and the bonuses from them, offer the option to draw up a progression (like the Savage Species progressions) to take them one at a time. ![]()
![]() If you want to be completely demented (and can get away with it), you can let an intelligent weapon subtley whipser corrupting thoughts into whoever is holding it, influencing them to do horrible, horrible things. Kind of a "the dagger made me do it" thing. Maybe treat it like an Ego control battle with a symbiont (from Eberron). ::edit:: As an aside, in my group there are 3 intelligent items that keep turning up (a ring of jumping, a suit of mithral fullplate, and a coat made from shapeshifter skin). They don't turn up in every single campain or every single month long arc we run, and they aren't even always in our hands, but they turn up alot, the same way some of our old characters keep popping up, especially when we're running something that we know is only going to last for a few sessions, and they keep changing in power level. Something like this won't work in every group, but when it does it's a blast. I'm just sayin.. ![]()
![]() If you don't care to scale the levels around, you can do this: D0, D1, E1, D1.5- THe party starts in Falcon's Hollow and aventures there for awhile, until it becomes too unfriendly due to the lumber barons TC1- So they go to the nearby town of Arthfell forest to flee, and get caught up there J2- Then adventure further south to the city of Augustana, and get involved in draconic intrigue U1+2- Then onto the city of Absalom to be doin some good there J1- Across the Sea to the nation of Osirion to discover a lost temple W2, J3- Then into the unexplored depths of the Mwangi Expanse where a lost city awaits, as does a nice relaxing river ride. I don't have LB1 yet, so i don't know how it would fit in, but all of these adventures can run in a rough geographical line...if you let them get the city going again in J3, they could theoretically fly into a position to do the rest of the modules. ![]()
![]() ... I got told no psionics... :( I did ask about using natural weapons with my flurry because I wasn't aware of the official position my DM had, and I was told it would be ok if I gave up my 6th level bonus feat, the logic being that at 6th level our primary fighter is still making more attacks than I am (with the two weapon fighting tree, and assuming he won't have any natural attacks either). Also, in one of the Dragons there was a Beast Strike feat that lets you add your claw or slam to your unarmed strike and grapple damage, so I went ahead and got the OK on that. He did tell me that there is no way I can take two weapon fighting though. He's bringing me a book called Bastards and Bloodlines to look through for some ideas too, said it had a ton of half-breed character races in it. But I'm still taking suggestions ;) ![]()
![]() I was wondering if there was a table online that gives alternate names for weapons in non-western settings, i.e. a katana is a masterwork bastard sword? I'm looking to invest a little more flavor into my character and use some different names for the same old weapons. And, hopefully, help distinguish them a bit from each other in the future. Also, is there a similar list with armor and the like? Thanks ![]()
![]() I'm personally against spending feats for specialist powers, unless I get *alot* more Wizard bonus feats (like, along the lines of what a fighter gets). My non-Wizard feats get spent on stuff like toughness, dodge, combat casting, ect. My Wizard bonus feats get spent on metamagic and item creation, and the occasional spell mastery. I don't want to have to make a choice between taking toughness to survive the first few levels easier, or taking a specialist feat to make chosen school of magic more effective. The gradually gaining powers thing that is already there, while it needs to be worked out and is probably miles from finalized, is pretty freaking awsome. ![]()
![]() I want to know if I can still use it like I use Mage Hand, i.e. pick stuff up and bring it to me. And I'd like to know about how much weight it can hold/carry, like, is it still stuck at the 5lb telekinesis stage? and can i send it to pick up a dagger 20ft away and start attacking with it the next round, 'cause that would be kinda awsome. ![]()
![]() I would like to see the specialists get their extra slot back too, but even more I'd like to see them get the extra spell known every level. Also, it's kinda vague whether a specialist can use spell trigger items of their prohibited school now, and if they do, will they lose their abilities for the day? ![]()
![]() man, I've never had spells left at the end of the day, in any time that anyone in my group can remember, when we've been out "adventuring" (as opposed to "towning", where there is no need to cast any spells), with the exception of the time I made a wand of mnemomic enhancer. And I get bonus spells out the butt. (Int 22, without items, at 17th level, add the headband+6 and a sihedron tome, I have Int 34 for preparing spells). ![]()
![]() I think it needs to be clarified too, because the way I read it, I can never take another item creation feat, get a bonded wand- (which can opporate at low caster levels ok) and just keep re-enchanting it for cheap, 1/2 price creation cost. Or, what about a bonded ring that I keep adding new abilities to constantly for 75% of the normal cost? I mean, it's pretty awsome, and getting to the correct requirements for some of the abilities will take time, but I think it needs a little clarification to whether or not it should be allowed. ![]()
![]() Not a big fan of becoming an undead, and also not a big fan of the lack of a "command undead" function anywhere on the list. Especially since Create Undead is on there, and if I'm making undead cooler than skeletons and zombies, then I kinda want them working for me longer and more reliablely than Command Undead spell allows. Just my 2cp, though. ![]()
![]() So, I've started to play a Druid with the shapeshift variant, but I have a few small issues/questions I'm hoping the clever people here can help with. 1- how would it interact with classes/feats that modify wildshape? It's an unlimited use ability anyway, so extra uses don't help, and the size/hd limitation is also moot. I guess a prestige class could stack for progression of the ability. The notable class in my head right now is Daggerspell Shaper, and the kinds of feats I'm thinking of are the ones where you can spend a wildshape use for an ability (notably Swim like a Fish from CAdv which would satisfy my second concern) and feats that modify what you wildshape into (notably Dragon Wild Shape) 2- lack of a waterbreathing swimming form, or a form with a good climb speed. I don't see the lack of burrow speed acess as a problem, and I won't miss the climb speed that much, but the aquatic/swimming thing will be a bad drawback (part of the campain is near/on water) 3- the inablitiy to take a form smaller than I am. Probably won't matter very often, but from time to time I would appreciate the difficulty in being hit while running away. And advice/help would be appreciated, and if I think of anything I'll put it up here. ![]()
![]() I really like the human paragon idea, because in the end it will raise his INT even more, and that's always cool. I would go with something like Master of the Unseen Hand or Blood Magus myself, but I'm also crazy so... actually, the crazy route would be Spellthief. Because the idea of Karzoug flying above you, absorbing your spells, and then either throwing them back at you or burning off the levels into arcane fire just makes me a little giddy.
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